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(Request). Cataclysmic end.

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10 years ago
Nov 6, 2014, 10:02:39 AM
Indeed, i've done a FactionTrait (who affect only your Faction so), who immobilize and stop the basic regen (if you have bonus regen with equpiment, technology, etc... it works) for all units during winter.

But it's a trait ( 'cuz i was in the idea to make a "new" faction very sensible to the cold ) so it's not really what you want.

I'll try to adapt that to everyone/empires/factions with the ideas of Tigregalis, but the approach is not the same. smiley: wink
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10 years ago
Nov 6, 2014, 7:01:50 PM
Linithe wrote:
For the merge u have 2 folders, take all the contents of one folder and put it on the other.

Copy the



into or R4CFullSpectrum.xml

and paste it between the tags into the [VieuxChat] New Traits and Balances.xml

then u can delete the R4CFullSpectrum.xml



U'll now have only one mod, the one by Vieux Chat, with the Palette of R4CFullSpectrum in.

About credits and authors, arrange with them smiley: stickouttongue
Aha! Thank you. I will do that now. smiley: smile
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10 years ago
Nov 6, 2014, 7:00:03 PM
For the merge u have 2 folders, take all the contents of one folder and put it on the other.

Copy the



Mapping/Palettes.xml



into or R4CFullSpectrum.xml

and paste it between the tags into the [VieuxChat] New Traits and Balances.xml

then u can delete the R4CFullSpectrum.xml



U'll now have only one mod, the one by Vieux Chat, with the Palette of R4CFullSpectrum in.

About credits and authors, arrange with them smiley: stickouttongue
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10 years ago
Nov 6, 2014, 6:48:16 PM
Linithe wrote:
To merge mods, it's not so difficult in your case, because plaette and balacing units are not the same files, so u just have to put all in the same folder (choose palette or balanced unit mod), but if two mods change the same .xml, at this moment it will not work properly. I suggest u to contact the mod creators to see if one of them (or both smiley: biggrin) want to merge.





About creating army Pikou said that on another post:



And for the trait i was talking about here it is smiley: smile :

/#/endless-legend/forum/15-modding/thread/5518-mod-frostbite-trait




Hrm. I tried the merge, but it still shows up as two seperate mods even when in the others folder. Do I need to combine the xml into one document?
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10 years ago
Nov 6, 2014, 6:41:49 PM
Linithe wrote:
As i said before, i was working on a Trait, not a mod who affect all the factions. The approach is not the same and it's more than slight editing. Except if we can say "everyone have that trait". But i dont think we can.

For a season mod who will affect everyone, Tigregalis was far more advanced than me with his season mod.





If you look at the History, a lot of sieges have been lost because of winter, that's more a war of supplies. That don't bother me at all that the besiegers weakens outside in the cold meanwhile the garrisonned units are well fed in the war of the castle/city smiley: smile





Well, for now, it's impossible to add new 3D models... so u have to choose. I suggest you the Silics because they seems to be made of ice but that's only MHO.




These are good points. A siege in those conditions would be insane.



Silics could be a good choice- I figured cultists cause they are the closest thing to endless war machines reactivating. Their are definetly many ways for this to be done! smiley: smile I leave it up to the modder who decides to undertake the project. Coming up with cool ideas is easy- implementing them is the challenge. What I see in my mind's eye won't be the final product. At keast not until we have more control over modding in the game.
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10 years ago
Nov 6, 2014, 6:36:51 PM
I was thinking about what it would look like for victory conditions if these changes were officially implemented.

In another thread, someone pointed out that victory in this game is a bitter pill. Science victory? Curiousity satisfied- freeze to death. Conquer the world? Bloodlust satisfied- freeze to death. You get the idea.



Story wise, these changes could in fact bring player satisfaction with their different victories. Here is my view on it.



Science:Death's grip tightens the noose 'round your final city. Food has grown scarce. Armies, lost in the blizzard the engulfs the land. Yet still- your people study. They research, fervently. If not for a way to survive, than for the chance to die feeling complete. Knowing all the mysteries of the planet.



Hope, as it turns out, is best meant for those with ambition. A way to halt the oncoming storm is devised. The region, and your people are safe. Safe to continue their obsessive learning. Perhaps one day, they may even bring back the summer.




Diplomacy:You knew it was coming. Your wisdom leads you to a solution. With your great influence and mighty presence, you convince the factions of the world to cease their fighting. To end the wars, bloodshed, and mayhem. They migrate from their bloodied lands into your regions- bringing with them food, technology, and their ideals. A new city is born. Under your watchful rule, peace is found, and the winter, survivable. Tensions are always present however, and you begin to fear the return of summer.



Domination:War is life in your eyes. As the land withered and the winter worsened, it wasn't the calamity the other factions feared- it was you. Your armies tore through them. Leaving no survivors, and sparing no resource. You conquered the only sanctuary left, and thousands of bloodied warriors pave the roads leading to it. You have more than enough food to survive for many generations. And when the summer returns... you will find more wars to wage.



Just something I was thinking about.
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10 years ago
Nov 6, 2014, 6:36:49 PM
That trait is pretty darn close to my needs. It would only need slight editing for synergy with my other ideas.


As i said before, i was working on a Trait, not a mod who affect all the factions. The approach is not the same and it's more than slight editing. Except if we can say "everyone have that trait". But i dont think we can.

For a season mod who will affect everyone, Tigregalis was far more advanced than me with his season mod.



We would need to include immunity to units involved in a siege- otherwise they would die attempting to lower enemy defense.


If you look at the History, a lot of sieges have been lost because of winter, that's more a war of supplies. That don't bother me at all that the besiegers weakens outside in the cold meanwhile the garrisonned units are well fed in the warm of the castle/city smiley: smile



I just don't want to use other unit models.


Well, for now, it's impossible to add new 3D models... so u have to choose. I suggest you the Silics because they seems to be made of ice but that's only MHO.
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10 years ago
Nov 6, 2014, 6:17:48 PM
Linithe wrote:
To merge mods, it's not so difficult in your case, because plaette and balacing units are not the same files, so u just have to put all in the same folder (choose palette or balanced unit mod), but if two mods change the same .xml, at this moment it will not work properly. I suggest u to contact the mod creators to see if one of them (or both smiley: biggrin) want to merge.





About creating army Pikou said that on another post:



And for the trait i was talking about here it is smiley: smile :

/#/endless-legend/forum/15-modding/thread/5518-mod-frostbite-trait




That trait is pretty darn close to my needs. It would only need slight editing for synergy with my other ideas. Life loss rate perfect- immunity to effect in friendly lands, movement still possible.



How I see it, it gives diplomatic players a benefit- they have allied lands to protect them. Otherwise, it is a matter of scampering to safety, or conquering the closest city.



I really like the idea of the winters forcing people to make hard decisions. Army A can't make it home in time, and will die in 10 turns. 2 turns away, an enemy city. Can I capture them before it is too late? We would need to include immunity to units involved in a siege- otherwise they would die attempting to lower enemy defense.



I really liked the idea of spawning winter only armies.. I just don't want to use other unit models. I feel it would cheapen the experience. However- that doesn't mean I wouldn't love to see it done. Using cultist skins for a new unit with higher stats and unique capacities would get the job done. Early someone pointed out that by reducing movement and other values to zero, the unit would dissapear for summer. Not be destroyed- just be unseeable. Aslong as one could move onto the tile they occupy, this would work perfectly. During winter, the values would return to normal and viola- they continue their rampage.



The question now is- how many spawned per winter? Where to spsawn them? Closest nuetral regions to cities? 1 army per player, with increasing numbers and frequency in an exponential fashion during final winter?



Their own winter only a.i controlled faction with a single indestructable city that plays normally but only functions and appears in winter? Many possibilities.



The easiest way to get the same function, but not as interesting is the minor faction winter agression and buff I mentioned. Easier to implement, but not nearly as cool as endless war machines set to purge the planet in preperation for the endless. Who knows? Lots of story elements could be implemented by it.
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10 years ago
Nov 6, 2014, 5:52:31 PM
To merge mods, it's not so difficult in your case, because plaette and balacing units are not the same files, so u just have to put all in the same folder (choose palette or balanced unit mod), but if two mods change the same .xml, at this moment it will not work properly. I suggest u to contact the mod creators to see if one of them (or both smiley: biggrin) want to merge.



2. Spawn the units (there are quests that do this, so we may be able to adapt them).


About creating army Pikou said that on another post:

The line below is the one the create the starting army (Broken Lords as example):



And for the trait i was talking about here it is smiley: smile :

/#/endless-legend/forum/15-modding/thread/5518-mod-frostbite-trait
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10 years ago
Nov 6, 2014, 4:16:02 PM
Linithe wrote:
Indeed, i've done a FactionTrait (who affect only your Faction so), who immobilize and stop the basic regen (if you have bonus regen with equpiment, technology, etc... it works) for all units during winter.

But it's a trait ( 'cuz i was in the idea to make a "new" faction very sensible to the cold ) so it's not really what you want.

I'll try to adapt that to everyone/empires/factions with the ideas of Tigregalis, but the approach is not the same. smiley: wink




I like the idea of more factions. I don't know anothing about modding, so I figure I'll just put ideas out there and see if anyone wants to create it. smiley: smile If you help make my dream mod a reality I would be extremely grateful- but I don't want it getting in the way of your current projects.



So if you want to help, awesome!



Also... how would I go about merging mods? I have the balanced units mod, and palette changer. Want to combine so I can use them both.



And if different modders made each change, someone would need to combine them. If I figure out how and learn some stuff, the seperate parts could be sent to me (or someone with knowledge) and combined.



I'm playing now, so if I get anymore ideas I will edit the first post.
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10 years ago
Nov 5, 2014, 6:34:05 PM
While browsing the forums, I found a thread about endless winter not giving the total vibe of death and dismay that people expected. The following are a couple of ideas that were bounced around, but have not made it to the modding page.



The following list will be edited as new ideas are posted and input is recieved or a better way to do something is thought up.



-As winter progresses, Endless war machines begin to spawn. Left over from the war, and reactivated by the planet's imminent death and war torn factions above. Spawn during winter, deactivate during summer. Prefferably three possible units, so that their armies are more of a challenge and connot be pushed aside. Obviously all new unit skins would be impractacle. Slightly edited cultist unit skins could perhaps get the job done.Impractical. Increasing Minor Faction agression and buffing them during winter serves same function. It has the added benefit of making sense. Fearing for their survival, they pillage cities and migrate away from dying lands (explained later.). Once things get bad enough, pacified villages leave your empire in an attempt to survive? Possible to give them late game equipment to make them viable threat?



-Sub zero tempatures make attempts at exploration near impossible. Damage taken per turn for armies outside of freindly regions. (No damage when in own or allied regions.)Negated by cold operator if hero is leading army.Currently being worked on by Tigregalis and Linathe in other projects.



-Land changing quakes. Cliffs rise and fall. Impassible cracks break through well known paths. Anomalies wither and dissapear.Currently impossible. Replaced by Navet's spreading ice idea. Cannot change tile art. Have a "winter plague" spread over land and reduce tile fids to 0 as it passes. Slowly but surely, from the north and south poles to the center. Iclude guarentee that cities within dead land starve out and get destroyed. Once possible, a visual representation of dead land should be implemented. Black ice? Death haze?



Way to increase/decrease the dangers of winter.

Current idea.

Easy: No endless winter.

Normal: Normal game.

Hard: Above changes in final winter.

Impossible: Above changes every winter with increasing strength. Perhaps extra dangers. Open to suggestion.




Late game becomes a mad dash for survival as previously fertile lands die. Everyone, including minor factions, begin migrating to the tropics. A finnal war for survival breaks out. If you have tropical cities, you are defending them. If not, you need to capture one/settle one before your last city starves. If no one has one before this point, the winner becomes the last man standing.





Further ideas can be added to the above list if anyone wishes to chime in. From a modders perspective, are these possible? Worth it? Too hard to try?



Thank you.
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10 years ago
Nov 6, 2014, 5:29:05 AM
So currently, as I see it:



Easy: No endless winter.



Normal: Normal game.



Hard: Final winter adds following effects-

-Minor factions increased in aggression and strength by x with unique changes.

-y damage per turn to units not protected in some way.

-Every w turns another "row" of hexes becomes impassible and unexploitably, growing from the north and south pole.



Impossible: Effects added every winter with increasing difficulty each passing season. [Inserthardmodehere.]



The end result is a planet becoming increasingly war torn and dangerous as the inhabitants fight for regions in a mad dash for survival. Assuming that no one has won in one way or another, the game would end with the last man standing- the king of the hill.



Maybe once ice reaches the space next to your city, the city automatically "salts the earth" or begins starving. So unless you settle or conquer cities closer to the equator, you are defeated.
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10 years ago
Nov 6, 2014, 5:11:49 AM
In fact- war machines are unnecessary with the idea of ice caps slowly engulfing the planet. Would minor factions remain in their huts and freeze to death? Never! They'd be migrating and pillaging in an attempt to survive. Maybe radically increasing their aggressiveness during winter, entwined with the dying land is all that'd be needed to add the late game suspense winter needs.



So that they are more than a trifle annoyance, they would need to be buffed. Special capacities (or equipment for that matter.) could make it so when during the end stages of the game, a roaming army is actually a threat instead of free exp and an auto battle. They would probably need winter immunity from the damage per turn as well, or they would die before causing any damage.
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10 years ago
Nov 6, 2014, 5:08:15 AM
Not being able to edit cultist skins kind of puts a damper on winter only death machines- at least for now, or until we think of something. Are we able to add models, or only use ones already in game?



I am glad to hear that damage per turn during winter is already being worked on. Garrison only would make it much more dangerous- good for some, maybe too much for others.



Maybe a difficulty setting like the game has for minor factions, as far as choosing winter strength. Now, assuming we get the above listed changes implemented, it would look like-



Easy;Winter severity less than normal game. Endless winter removed.



Normal; Normal game.



Hard; War machines begin spawning during endless winter. Every x turns, fidsi outputs will be reduced by one. (Or, after 100+ turns a major game ending event happens. Ice spreads, and certain terain becomes impassible. X damage per turn on units not protected from the cold in some way.All implementations added during final winter, with manageable but difficult consequense.



Impossible; War machines spawn every winter, with increasing numbers each passing winter. Every x turn, fidsi decreases and certain terrains become impassible, causing permanent changes even after summer returns. (This would be too difficult for players unless implemented in a plague fashion. Fidsi closer to north and south pole struck first, and every passing winter force people closer to the equator like natev suggested.) After x turns of endless winter...All implementations present every winter, with increasing severity until endless winter where it becomes mayhem.



I feel that land changing quakes can be removed- too hard to implement, and natev's idea fits the theme and actually gives suspence to the game. Late game, people will be fighting over regions mid map so that the growing ice doesn't engulf their towns and force defeat on them.
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10 years ago
Nov 6, 2014, 2:10:43 AM
Think_Blindly wrote:
While browsing the forums, I found a thread about endless winter not giving the total vibe of death and dismay that people expected. The following are a couple of ideas that were bounced around, but have not made it to the modding page.



I know nothing of modding. What I am about to express may be too difficult to be done- but it is cool nonetheless.



-As winter progresses, Endless war machines begin to spawn. Left over from the war, and reactivated by the planet's imminent death and war torn factions above. Spawn during winter, deactivate during summer. Prefferably three possible units, so that their armies are more of a challenge and connot be pushed aside. Obviously all new unit skins would be impractacle. Slightly edited cultist unit skins could perhaps get the job done.



Hmm, well there are multiple parts to this.

1. Creating the units (defined in UnitBodyDefinitions, use other units as a template). Changing the art assets isn't possible right now though.

2. Spawn the units (there are quests that do this, so we may be able to adapt them).

3. Trigger the spawn of the units at the start of Winter.

4a. Destroy? the units at the start of summer. (Haven't yet seen any game mechanic that destroys units though)

4b. Deactivate the units at the start of summer. You could set maxmovement to zero, unit actions to zero, visionrange to zero, and unitwalk to water (so that they are non-interactable).

5. Reactivate the units at the start of Winter. Do the opposite of the above.



Pretty interesting. Might be possible.





-Sub zero tempatures make attempts at exploration near impossible. Damage taken per turn for armies outside of freindly regions. (No damage when in own or allied regions.)Negated by cold operator if hero is leading army.





Linithe and I have already been, independently, attempting to implement this. I think I might've figured it out already (look at the first implementation - as a season mod, applying to all units). Making an assumption about how UnitRegen works though. We are going by units outside of garrisons though, could probably tweak it so that it's only allied regions. Would just need to give "WinterFrostbiteImmunity" to the Ice in the Veins and Cold Operator skills.





-Simply a way to either remove or increase the dangers of winter.



Depends what kind of dangers you have in mind.





The next ideas are far fetched (perhaps impossible), but too interesting to leave out.



-A final cataclysmic event after x turns of endless winter, that ends all life and forces game over, with highest score being the technical winner (even though they failed to survive in their factions own way.)





Hmm... it could be possible to implement a second score victory after x turns of endless winter. Implementation-wise I think you would make "endless" winter last x number of turns (though we haven't figured out how the duration is calculated), then have another "season" after that "GameOver" and along with that season, trigger the Score Victory. I don't know if you could force the game to actually end though, maybe you could force all FIDSI to zero and deactivate all units (see '4b' above), so that it would be impossible to continue the game.





-Land changing quakes. Cliffs rise and fall. Impassible cracks break through well known paths. Anomalies wither and dissapear.



I don't know if we have access to that sort of thing - the ability to modify the nature of tiles through the game code.



natev wrote:
Almost certainly impossible to mod in:



With each season, the ice from the poles pushes further north, first opening new avenues of attack, then squeezing all life to the tropics.



Seasons continue, but winter just becomes superwinter. Each superwinter, icebergs become passable, low-worth ice (ground) tiles, all ocean tiles adjacent to icebergs become icebergs, and all tiles adjacent to ice tiles become ice tiles themselves.


Hmm... It might not be impossible... Conceptually, it's quite simple. It's just a matter of whether we have the hooks we need to implement it.

1. Change FIDS values (possible) based on vertical geography* rather than wholesale - *not sure if it's defined or accessible from the XML code.

2. Change whether certain tiles* are passable or impassable* - *not sure if either of these are defined or accessible from the XML code.

We also can't change the art assets atm.
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10 years ago
Nov 6, 2014, 12:36:53 AM
natev wrote:
Almost certainly impossible to mod in:



With each season, the ice from the poles pushes further north, first opening new avenues of attack, then squeezing all life to the tropics.



Seasons continue, but winter just becomes superwinter. Each superwinter, icebergs become passable, low-worth ice (ground) tiles, all ocean tiles adjacent to icebergs become icebergs, and all tiles adjacent to ice tiles become ice tiles themselves.




That would be incredibly interesting, if it can be done.

It would also remove the need for region shattering quakes. It fits into the winter theme, hinders travel, and slowly covers the land, forever changing what can be exploited from it.
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10 years ago
Nov 6, 2014, 12:19:49 AM
Almost certainly impossible to mod in:



With each season, the ice from the poles pushes further north, first opening new avenues of attack, then squeezing all life to the tropics.



Seasons continue, but winter just becomes superwinter. Each superwinter, icebergs become passable, low-worth ice (ground) tiles, all ocean tiles adjacent to icebergs become icebergs, and all tiles adjacent to ice tiles become ice tiles themselves.
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10 years ago
Nov 5, 2014, 9:48:31 PM
That would be wonderful. It being added officially would definitely be awesome. Maybe modding it in will bring attention to it? Unless these are already things they plan to implement.



Forgoing adding endless war machines that spawn during winter, is there another way to have extra dangerous mobs during winter? Frenzied minor factions on the war path to pillage food/take the city for shelter, for example.
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10 years ago
Nov 5, 2014, 8:29:16 PM
Really nice ideas, I could take a look at the 2-3 first ones to mod but it could be an Add-On to the game ! smiley: biggrin
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